True20 Adventure Roleplaying (2006 hardcover)
The following thread in the True20 Forum collects errata discovered since this book's publication: http://roninarmy.com/true20-forum-archive/viewtopic.php?f=2&t=360 That thread is now archived and locked. [Erica Balsley was maintaining more up-to-date errata files on her website, but that site no longer exists.]
Additional commentary, including errata for the setting chapters, is given here.
Table of Contents
No notes.
Foreword
No notes.
Introduction
No notes.
Chapter One: Hero Creation
p. 15, Nonexistent Abilities: Constitution: There are no constructs in the core rulebook, though the construct type is detailed. See the True20 Bestiary for examples.
p. 16, Background Features:
A background includes a list of favored feats that may be longer than two, which is all a character is allowed. Do you pick your favored feats at 1st level, or is this left to your discretion as you level up? [The Shadow, 9/26/2005, "Background Favored Feats"]
It's unclear whether a character must choose at 1st level which feats on the list are favored, even if he doesn't take anything from the list at that time. If the Narrator wishes to distinguish human cultures by what favored feats each has (as is suggested under that background's entry), then humans at least should choose their favored feats at character creation.
Say - what happens when someone gets a bonus feat that's duplicated by a role? Half-Orcs (and Elves!), for example, get Weapon Training. If they then become a first-level Warrior (very typical) they would ordinarily get Weapon Training for free. Since they've already got it, do they instead get a free feat, or what? [The Shadow, 9/9/2005, "Updated PDF Backgrounds"]
It seems fair that a duplicated feat that doesn’t stack should be replaced with a new feat.
pp. 16-17, Sample Backgrounds: If using the sample backgrounds in a D&D-based world, nonhumans know Common in addition to their racial language (as in the d20 PHB; cf. the Death in Freeport True20 pregenerated characters).
Chapter Two: Skills
p. 37, Language: See the notes to pp. 16-17, Sample Backgrounds.
Chapter Three: Feats
p. 43, General Feats; p. 44, Adept Feats; p. 44, Expert Feats; p. 44, Warrior Feats: It would be helpful if the feat tables included a prerequisite column, as was done in the d20 PHB, even though fewer feats have prerequisites in True20.
p. 44, Warrior Feats: The Mounted Archery feat appeared in previous versions of the core rules, but has been deleted from the Warrior Feats list and the main text in this edition. This feat now appears in the Land of the Crane Setting (True20 Worlds of Adventure, p. 68).
pp. 49-50, Rage:
Can you activate any [Power] at all while raging, or do they all qualify as "Requiring concentration?" A warrior who can activate certain fatiguing [Powers] while raging could make good use of the bonus to will saves, for example. [Isotherm, 4/17/2005, Noble Assembly: "Some quick rules questions"]
The "Action" section on p. 54 seems to indicate that all powers require concentration to activate.
p. 50, Second Chance: One of the listed examples is "triggering traps"; however, in spite of mentioning traps under the Disable Device and Search skills, True20 gives no rules for how traps work.
p. 51, Taunt: Per p. 101, Taunt, you can take a -5 penalty on the check and attempt to taunt as a move action.
Chapter Four: Powers
pp. 59-60, Cure: According to the Appendix (p. 215), magical healing should cure the most serious wound condition. This is not explicit in the Cure power (pp. 59-60) or Recovery rules (pp. 107-108).
The Cure effect in True 20 grants a recovery check, however, bruises, etc. don't recover with a recovery check. They aren't that kind of condition. Was it a design intent NOT to allow any kind of recovery of wounds in True 20? Is there something I missed? [LeeV, 7/5/2005, "Healing in True 20"]
You are not missing anything. The Cure Power heals all serious injuries. For the less serious injuries, there is natural recovery, Conviction and the Healing Skill. (Bruised recovers at the rate of 1 per minute. Dazed recovers in 1 minute. Hurt recovers at the rate of 1 per hour. A PC can spend a Conviction to remove all Bruised and Hurts. Dazed can be removed with the Healing Skill.) As such, these types of injuries are minor and only have any impact on Toughness saves. There is little need to add further healing methods. Instead, the Cure Power is focused on real injuries. This makes it application of the Power simple and easy to understand.
On saying that I don't see any problem with adding a second application to the Cure Power to heal these lesser injuries. I would set a DC 15 to heal all these conditions in one go. [skywalker, 7/5/2005, "Re: Healing in True 20"]
p. 62, Enhance Senses:
enhance senses: move action, 10 minutes duration, no fatigue. besides assuming one having that has it "always on" (except sleeping and stuff) with a take 10 - what prevents those ones from doing about 3-5 roles to get a good result, besides stupid take-20-fatigue? [langewiele, 7/12/2005, Noble Assembly: "some minor issues on arcana"]
This power cannot be maintained, so you will need to take a move action once every 10 minutes to renew it. If you wish to activate it again before that duration is up, you only get the benefit of the best result. If the Narrator believes that a player is abusing this power through excessive frequency, he would be justified in instituting a house rule to either limit how often it can be attempted, or impose a fatigue save after a certain number of attempts in a given time period, or some other suitable solution.
p. 66, Move Object:
Can a character use the Move Object [power] to move herself? [nephandi, 3/20/2005, Noble Assembly: "Move Object question"]
No, but such a use of Move Object would make a good [power], IMHO. [Steve Kenson, 3/20/2005, Noble Assembly: "Re: Move Object question"]
p. 69, Scrying:
How often does one need to make a fatigue check with [powers] that are fatiguing and can be maintained over a period of time, like Scrying? [oliof, 6/12/2005, Noble Assembly: "rules question: maintained fatiguing arcana (like scrying)"]
You make a fatigue save when you first cast a fatiguing [power]. Even if the [power], like Scrying, is maintained for many rounds, you only make one fatigue save at the beginning. If the [power] is interrupted and you wish to reuse it, however, you must recast it and make a new fatigue save.
Keep in mind that each fatiguing [power] you use increases the Difficulty of subsequent fatigue saves by 1. To stop this increase, you must refrain from using fatiguing [powers] for an hour. (See page [56].) [Jeremy Crawford, 6/12/2005, Noble Assembly: "Re: rules question…"]
Chapter Five: Equipment
p. 74, The Wealth Check: When equipping your hero, a good rule of thumb is: 1) List all items that you wish to buy, in order of cost. 2) Make all purchases that won't reduce your Wealth score. 3) Start with the highest-cost item and work downward.
p. 75, Professional Skills: The d20 Profession skill has been dropped in favor of the new Professional Skills rules. A few of the examples in the PHB, such as brewer, cook and tanner, probably should have been Craft specialties to start with, and can easily be covered that way in True20. Guide can be covered by Knowledge (geography) and/or Survival, and herder, stablehand, and teamster should all use Handle Animal.
pp. 80-84, Weapons; pp. 85-86, Armor: The previous version's D&D/Blue Rose-based weapon and armor lists appear to have been replaced with the much less complete lists from d20 Modern. While it's good to have a nice selection of modern gear, this seriously short-changes the medieval stuff. See the True20 Bestiary (or the current errata for that book) for an expanded selection of archaic weapons, as well as rules for modifying equipment for creatures smaller or larger than Medium size.
p. 88, Supernatural Equipment: See Blue Rose for more examples of supernatural equipment. [Update: Liber Artefactorum presents a detailed system for creating, pricing, and using supernatural items.]
Chapter Six: Playing the Game
p. 105, Object Defense and Bonuses to Attack: In standard d20, the AC [Defense] of either a carried or a worn object is 10 + its size modifier + the Dexterity modifier of the carrying or wearing character.
Chapter Seven: Narrating the Game
p. 113, [illustration]: Two of the players are wearing "T20" shirts. This abbreviation has already become associated with the d20 version of the Traveler RPG, and thus should probably not be used, in order to avoid brand confusion.
Chapter Eight: Adversaries
pp. 119-131, Creatures: See the True20 Bestiary for expanded rules on creature creation, and a much larger selection of creatures.
p. 119, Toughness Modifier: The positive and negative modifiers in the table are not symmetrical, as every other column is. (Is this due to the factoring in of natural armor?) However, the sample creatures follow the table as written.
pp. 120-124, Creature Types: There are no sample constructs, elementals, fey, outsiders, or plants. See the True20 Bestiary for numerous examples of all types.
Some creature types (aberration, dragon, elemental, fey, humanoid, monstrous humanoid, outsider, supernatural beast, undead) may choose supernatural powers in place of feats. These use their creature level as their adept level to use these powers. Creatures with adept levels use only their creature level to determine their adept level for powers gained as bonus feats.
Creature types that receive Weapon Training as a bonus feat (aberration, construct, elemental, fey, humanoid, monstrous humanoid, outsider, undead) may substitute Firearms Training if that is more appropriate to the setting.
Some creature types (animal, construct, dragon, fey, plant, supernatural beast) have Night Vision as a bonus feat. The True20 Bestiary moves this text from Traits to Feats.
p. 121, Construct: See the True20 Bestiary about repairing robotic constructs, commanding mindless constructs, and building fantasy constructs.
Worlds of Adventure
Since Caliphate Nights, Lux Aeternum, and Mecha vs. Kaiju have already come out with their own published versions, I haven't been keeping track of the errata in their sections of the core book. [True20Chick (Erica Balsley), 2/27/2008, "Re: Current errata for True20?"]
Therefore, errata and notes for these chapters is provided here. However, this errata is almost certainly incomplete, due to the fact three of these lines have published setting books that supercedes this information.
Caliphate Nights
p. 148, Jinnistan: In the second paragraph, should "peri" be "jann"? (Cf. p. 161.)
p. 149, Archetypes: This setting does have other vehicles: ships. If using the human background (p. 16), add one feat and each skill to each archetype.
p. 149, Astrologer: Astronomy is covered by Knowledge (physical sciences), not (earth sciences).
p. 149, Dervish: Bliss requires mental contact, and therefore the Mind Touch power.
p. 151, Merchant: Dishonest Law requires training in Knowledge (civics). Change "(earth sciences)" to "(civics)".
p. 152, Astrometry: There is no Knowledge (astrology) skill. Knowledge (physical sciences) covers mundane astronomy.
p. 152, Dishonest Law: "Craft (caligraphy)" should be "Craft (calligraphy)". (However, see notes to pp. 32-33, Craft.)
p. 154, True Faith: "Protection power" should be "Ward power".
p. 161, Wish Granting: In the first paragraph, insert "ability" after "unlimited".
p. 162, Making a Wish: It might have been clearer what the modifiers in Step 2 were for if the rules mentioned the opposed Diplomacy check before Step 3. This is a form of Negotiation (see p. 93).
Lux Aeternum
In the header, "Lux Aeturnum" should be "Lux Aeternum".
pp. 164-165, Flavor: In the next to last sentence, "flare" should be "flair".
p. 169, Kyryk: Physical Description: In the third sentence, delete the "is" after "'eye' that".
pp. 171-172, Chrysalis System: "Sultinate" should be "Sultanate".
p. 173, Conceptual Map of Nexus Sector: "Lux Aeturnum" should be "Lux Aeternum".
p. 175, The Ars Lumina: In the third paragraph, "V'la refer to is" should be "V'la refer to it".
p. 175, Disciplines: Note that the Forbidden Rites list has significant overlap with the Lux Sanctus list. In both those lists, "Enhance Self" should be "Enhance Ability". Under The Art, "Truth Reading" should be hyphenated.
Unlisted powers include: Apport, Blink, Computer Link, Elemental Aura, Elemental Weapon, Energy Shaping, Ghost Touch, Imbue Unlife, Light Shaping, Object Reading, Phase, Plane Shift, Psychic Reflection, Psychic Trap, Self-Shaping, Sense Minds, Severance, Supernatural Speed, Supernatural Strike, Supernatural Weapon, Teleport, Wind Walk.
p. 175, Religion: "Sultinate" should be "Sultanate".
p. 176, Tyran Corsairs: Change "capitol" to "capital".
p. 176, Lost Tech: In the second paragraph, "principals" should be "principles".
pp. 181-182, Backgrounds: Several of the listed favored feats (Eidetic Memory, Endurance, Skill Focus, Weapon Training) are general feats, and thus pointless to list as favored feats.
p. 182, Draugmorre: Under Bonus Feats, "Aggressive Attack" should be "All-Out Attack". [Thanks to NeonToast, 2/27/2008, "Re: Current errata for True20?"]
Mecha vs. Kaiju
The official Mecha vs. Kaiju website is: http://www.mechavskaiju.com/ [Update: The game now uses the Fate RPG system rather than True20, so True20 material is no longer available on that site.]
p. 189, Thruster Blast: Under Prerequisites, "Mecha perations" should be "Mecha Operation".
pp. 189-190, M.A.F. Mecha Types: Reach, range, and range increments should be listed in "ft.", not "'", for consistency with True20 usage.
[Revised stats for light, heavy, and Sennyojin mecha were previously posted on the MvK website, but are no longer available.]
p. 189, Sennjoyin Power Armor: Replace the ": " after "Chaingun" with " (".
pp. 190-191, Weapons: Change "'" to "ft." in all range increments.
p. 190, Korohyou Claws: There is no listing for these claws on the Mecha Weapons table (p. 191), and they seem to be identical to Tora Claws (p. 191) except for damage.
p. 191, Mecha Weapons: Under Tsume Missile Launcher, Range Increment should be "-- (see text)".
p. 191, Armor; p. 192, Defense Systems: In True20, armor gives a bonus to Toughness saves, not Defense.
p. 192, Daiba Fortification: Roll a d20; on 16+, a critical hit is treated as a regular hit.
p. 192, Jump Jets: Change "jump bonus" to "bonus to Jump skill".
pp. 192-193, Sensor Systems: The term "emanate" is used in d20 but not True20. Class II-IV have a great deal of needlessly repeated text.
p. 193, Toushi Sensor Suite: Concealment (in both True20 and D&D v.3.5) is normally only expressed as concealment (20% miss chance) or total concealment (50% miss chance). Rephrase the sensor suite's benefit to modify the miss chance by a set amount (10% or 20%?) instead of referring to grades.
p. 194, Mecha Critical Hits: In the table, "D%" should be "d20". In the main text, "percentile dice" should be "a d20".
pp. 195-196, Kaiju: Conviction for kaiju is not listed consistently ("Conviction (4)" for gargantuan, "Cnv12" for original, no listing for flying). Choose a consistent way to list this in stat blocks, and add a note to kaiju features (see below) about how to calculate their Conviction score.
The kaiju creature type is not described in detail. Based on the three sample creatures, it should have the following creature type data:
Features: A kaiju has the following features:
Toughness: Kaiju have a base Toughness equal to their Constitution. This value is modified by their size and natural armor. [The three types listed apparently all have +10 natural armor.]
Combat: Base combat bonus of their level (as warrior).
Saves: Good Fortitude saves.
Skills: Skills equal to (6 + Int, minimum 1) and the same number of skill ranks per additional level.
Feats: One feat at 1st level and gain an additional feat every third level. These feats may be selected from the general and warrior categories.
Traits: A kaiju possesses the following traits (unless otherwise noted in a creature's entry).
Darkvision out to 120 ft.
Training with natural weapons.
Kaiju eat, sleep, and breathe.
Advancement: Kaiju advance by gaining more levels in kaiju.
p. 195, Flying Kaiju: Defense should be +7, same as Attack. Apparently Toughness includes +10 natural armor. Fortitude should be +10, Will +3. Fast Healing can also be found in the Traits section of Chapter 8 (p. 129) (but note that the rate of checks varies by creature). Flyby Attack should be the Move-by Action feat (p. 49). The Snatch feat is on p. 127.
p. 196, Gargantua Kaiju: If (6 + Int) skills is correct (see notes for pp. 195-196, Kaiju), then add one more skill (at 11 ranks). 6 of the 9 listed feats are bonus feats. Attack should be +8 (base +8, -4 size, +3 Dex, +1 Attack Focus), Defense should be +7. Apparently Toughness includes +10 natural armor. Under Regeneration, "certain damage types" should be "certain damage type"; this special damage type is not listed for the sample kaiju.
p. 196, Original Kaiju: What is the significance of the parenthetical stats? Jump should be +28, due to Str +17. 5 of the 9 listed feats are bonus feats. Add Double Strike to feats; this accounts for the second Claw entry under Combat. "Great Toughness" should be "Tough". Defense should be +6 (base +12, -8 size, +2 Dex). Apparently Toughness includes +10 natural armor. Other saves should be Fortitude +19, Reflex +6, Will +4. Swallow Whole can also be found on p. 131.
p. 200, Kasuragi's Sennyojin: Italicize Japanese names, per usage on pp. 189-191. See the note there about "ft."
p. 200, OGRE Ninjas: The ninja archetype is not included in the core rulebook.
p. 200, Voices: "30'" should be "30 ft."
Borrowed Time
pp. 203-208, New Feats:
When I read the Borrowed Time section I didn't see any abilities for "tweaking" events other than combat, nor any for precognitive stock-market playing. Am I not looking the right places or is there an expansion coming at some point? [Ghola, 3/29/2006, "Nobody's talking about Borrowed Time"]
We focused mostly on high action feats for the initial material, More effects with broader application will be forthcoming. [plaidrab, 3/29/2006, "Re: Nobody's talking about Borrowed Time"]
p. 205, Improved Between Moments: The Prerequisites line has not been formatted.
p. 206, Improved Vortex: The Prerequisites line has not been formatted.
pp. 207-208, Temporal Rigidity: Add "Temporal Calm" to the Prerequisites list.
pp. 208-212, Factions: The sample Narrator characters' Wealth scores are starting Wealth scores (5 + Cha) and do not reflect the purchase of their listed weapons and equipment.
p. 209, Tanner Jeffston III: Add one feat (human bonus feat).
p. 210, Martha Vinh: Delete the comma at the end of Feats. Delete the second "Combat:".
p. 210, Philip Blessingwaite: Add one feat (human bonus feat).
p. 210, Maria Vanucce: Add one feat (human bonus feat).
Appendix: d20 System Conversion
This appendix does not go into detail about converting d20 classes to True20 roles, but many class features are now feats or supernatural powers. Many characters with NPC classes will be ordinaries.
p. 215, Damage and Injury: See Blue Rose's conversion appendix about converting True20 roles and levels to d20 Hit Dice.
p. 215, Damage Bonus:
The normal conversion [for d20 damage dice to True20 damage bonus] is half maximum damage - 1. This effectively means that [if the damage dice have a +/- multiplier before any special modifiers] you halve the minus or bonus. [I tend] to use the general conversion rule (half maximum damage - 1) for multiple dice damage as the existing rules actually overly penalize them.
For example, [in Iron Kingdoms,] there is a weapon (blunderbuss) that does 4d4 damage. Its conversion is a +4 the same as a 1d8, which seems a little underpowered against the military rifle's 2d8 which is a +6. Using the general rule both guns would be +7 which is high but sits better in the scale of overall damage. [skywalker, 10/5/2005, "Re: Converting True 20 damage to d20...some roadblocks"]
p. 216, Converting Creatures: See Appendix C of the True20 Bestiary (pp. 185-188) for detailed creature conversion guidelines.
Other Conversions: Costs
D20 Modern has a table giving approximate relative values for Purchase DC's (p. 204). [It's in the GMing chapter, so doesn't seem to appear to be in the SRD.] The progression isn't linear; it's roughly x4/3 for each +1 difficulty.
It's possible to work out purchase Difficulty for a new item (say, from the D&D PHB or DMG) if you know its value relative to another item listed in True20. Let's use a manor house as an example [suggested by Elandir Melanin, 6/29/2005, NA: "Heirlooms"]:
According to the DMG (v.3.5, p. 101), a simple house costs 1,000 gp, a grand house 5,000 gp, and a mansion 100,000 gp. I'm going to assume that a larger price known in both systems will be a better reference point, so let's use the heavy warhorse instead of, say, a sword. A large warhorse has a cost of 400 gp in D&D, and difficulty 22 in True20.
400 x (4/3)^3 is close to 1,000, so the Cost becomes +3 harder, or 25. 5,000 is about 6 more steps beyond that, for Cost 31. An increase of x100 (1K to 100K) is almost exactly 16 steps, for Cost 41. Now just decide where between those three benchmarks a "manor house" should fall.
After a very cursory comparsion of True20 costs and PHB prices for selected weapons, armor, etc., it looks like you can get the True20 Cost simply by multiplying the D&D price (in gp) by $10 then consulting that Purchase DC table on p. 204 of d20 Modern. So if you own d20 Modern, that will speed up these conversions dramatically.
Update: The True20 Companion and True20 Freeport Companion include rules for using hard currency instead of Wealth scores.
Character Sheet
No notes.
Index
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Open Game License V1.0a
No notes.